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Paradise/code/game/objects/items/weapons/shards.dm
T
c31b38eff9 Migrate glass shards to the new attack chain. (#32287)
* Migrate glass shards to the new attack chain.

* Apply suggestions from CRUNCH review

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

---------

Signed-off-by: Alan <alfalfascout@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
2026-07-24 19:30:27 +00:00

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// Glass shards
/obj/item/shard
name = "shard"
desc = "A nasty looking shard of glass."
icon = 'icons/obj/shards.dmi'
icon_state = "large"
inhand_icon_state = "shard-glass"
w_class = WEIGHT_CLASS_TINY
force = 5
throwforce = 10
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 100)
max_integrity = 40
resistance_flags = ACID_PROOF
sharp = TRUE
var/cooldown = 0
var/icon_prefix
var/obj/item/stack/sheet/welded_type = /obj/item/stack/sheet/glass
new_attack_chain = TRUE
/obj/item/shard/suicide_act(mob/user)
to_chat(viewers(user), pick(SPAN_DANGER("[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide!"),
SPAN_DANGER("[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!")))
return BRUTELOSS
/obj/item/shard/proc/set_initial_icon_state()
icon_state = pick("large", "medium", "small")
switch(icon_state)
if("small")
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
if("medium")
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
if("large")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
if(icon_prefix)
icon_state = "[icon_prefix][icon_state]"
/obj/item/shard/Initialize(mapload)
. = ..()
AddComponent(/datum/component/caltrop, force)
set_initial_icon_state()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered)
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/item/shard/after_attack(atom/movable/target, mob/living/carbon/human/user, proximity)
if(!proximity || !(src in user))
return ..()
if(isturf(target))
return ..()
if(isstorage(target))
return ..()
if(!ishuman(user))
return ..()
if(user.gloves || HAS_TRAIT(user, TRAIT_PIERCEIMMUNE))
return ..()
var/obj/item/organ/external/affecting = user.get_organ("[user.hand ? "l" : "r" ]_hand")
if(affecting.is_robotic())
return ..()
to_chat(user, SPAN_DANGER("[src] cuts into your hand!"))
if(affecting.receive_damage(force * 0.5))
user.UpdateDamageIcon()
add_fingerprint(user)
return FINISH_ATTACK
/obj/item/shard/welder_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, volume = I.tool_volume))
return
new welded_type(user.loc)
to_chat(user, SPAN_NOTICE("You add the newly-formed glass to the stack."))
qdel(src)
/obj/item/shard/proc/on_atom_entered(datum/source, atom/movable/entered)
var/mob/living/living_entered = entered
if(istype(living_entered) && has_gravity(loc))
if(living_entered.incorporeal_move || HAS_TRAIT(living_entered, TRAIT_FLYING) || living_entered.floating)
return
playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE)
/obj/item/shard/decompile_act(obj/item/matter_decompiler/C, mob/user)
C.stored_comms["glass"] += 3
qdel(src)
return TRUE
/obj/item/shard/plasma
name = "plasma shard"
desc = "A shard of plasma glass. Considerably tougher then normal glass shards. Apparently not tough enough to be a window."
force = 6
throwforce = 11
icon_state = "plasmalarge"
materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
icon_prefix = "plasma"
welded_type = /obj/item/stack/sheet/plasmaglass
/obj/item/shard/plastitanium
name = "plastitanium shard"
desc = "A shard of plastitanium glass. Considerably tougher then normal glass shards. Apparently not tough enough to be a window."
force = 6
throwforce = 11
icon_state = "plastitaniumlarge"
materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
icon_prefix = "plastitanium"
welded_type = /obj/item/stack/sheet/plastitaniumglass
/obj/item/shard/gnesis_glass
name = "bright shard"
desc = "A jagged shard of weird alien computer crystal stuff."
color = "#1bdebd"
force = 7
throwforce = 12
materials = list(MAT_GNESIS_GLASS = MINERAL_MATERIAL_AMOUNT * 0.5)
welded_type = /obj/item/stack/sheet/gnesis_glass